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a/assets/textures/icons/icon97.png b/assets/textures/icons/icon97.png new file mode 100644 index 0000000..86265a3 Binary files /dev/null and b/assets/textures/icons/icon97.png differ diff --git a/assets/textures/icons/icon98.png b/assets/textures/icons/icon98.png new file mode 100644 index 0000000..7dceb32 Binary files /dev/null and b/assets/textures/icons/icon98.png differ diff --git a/assets/textures/icons/icon99.png b/assets/textures/icons/icon99.png new file mode 100644 index 0000000..7c07886 Binary files /dev/null and b/assets/textures/icons/icon99.png differ diff --git a/creatures.lua b/creatures.lua new file mode 100644 index 0000000..e69de29 diff --git a/enums.lua b/enums.lua new file mode 100644 index 0000000..be8bdc4 --- /dev/null +++ b/enums.lua @@ -0,0 +1,564 @@ +icon = { + achievements = "assets/textures/icons/icon6.png", + armorHeavy = "assets/textures/icons/icon31.png", + armorLight = "assets/textures/icons/icon29.png", + armorMedium = "assets/textures/icons/icon30.png", + assasination = "assets/textures/icons/icon22.png", + attackHigh = "assets/textures/icons/icon76.png", + attackLow = "assets/textures/icons/icon74.png", + attackMedium = "assets/textures/icons/icon75.png", + build = "assets/textures/icons/icon1.png", + combat = "assets/textures/icons/icon15.png", + engageMelee = "assets/textures/icons/icon11.png", + engageRanged = "assets/textures/icons/icon9.png", + gatherResource = "assets/textures/icons/icon16.png", + gold = "assets/textures/icons/icon14.png", + guard = "assets/textures/icons/icon2.png", + heal = "assets/textures/icons/icon48.png", + infernal = "assets/textures/icons/icon12.png", + life = "assets/textures/icons/icon49.png", + magicShieldHigh = "assets/textures/icons/icon83.png", + magicShieldLow = "assets/textures/icons/icon81.png", + magicShieldMedium = "assets/textures/icons/icon82.png", + map = "assets/textures/icons/icon19.png", + power = "assets/textures/icons/icon18.png", + research = "assets/textures/icons/icon86.png", + statistics = "assets/textures/icons/icon5.png", + summonElementalAir = nil, + summonElementalArcane = "assets/textures/icons/icon100.png", + summonElementalEarth = "assets/textures/icons/icon105.png", + summonElementalFire = "assets/textures/icons/icon46.png", + summonElementalIce = nil, + summonElementalMagma = nil, + summonElementalPsychic = nil, + summonElementalStorm = "assets/textures/icons/icon40.png", + summonElementalWater = "assets/textures/icons/icon97.png", + vampireConvert = "assets/textures/icons/icon21.png" +} + +portrait = { + elementalAir = nil, + elementalArcane = nil, + elementalEarth = nil, + elementalFire = nil, + elementalIce = nil, + elementalMagma = nil, + elementalPsychic = nil, + elementalStorm = nil, + elementalWater = nil, + militia = nil, + pikeman = nil, + crossbow = nil, + eliteCrossbow = nil, + gryphon = nil, + ancientGryphon = nil, + swordman = nil, + humanCaptain = nil, + monk = nil, + priest = nil, + horseman = nil, + cavailer = nil, + knight = nil, + paladin = nil, + impling = nil, + imp = nil, + gog = nil, + magog = nil, + hellhound = nil, + hellbeast = nil, + demon = nil, + archdemon = nil, + pitfiend = nil, + elitePitfiend = nil, + efreet = nil, + eliteEfreet = nil, + devil = nil, + theDevil = nil, + skeleton = nil, + skeletonRisen = nil, + zombie = nil, + zombieRisen = nil, + spider = nil, + spiderMatriarch = nil, + spirit = nil, + ghost = nil, + vampire = nil, + bloodlinePatriarch = nil, + necromancer = nil, + lich = nil, + bloodknight = nil, + deathknight = nil, + dwarf1 = nil, + dwarf2 = nil, + pixie = nil, + fairie = nil, + satyrArcher = nil, + satyrWarrior = nil, + elvenHunter = nil, + elvenCaptain = nil, + deerWhite = nil, + deerBrown = nil, + spellweaver = nil, + druid = nil, + treant = nil, + ent = nil +} + +animation = { + elementalAir = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalArcane = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalEarth = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalFire = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalIce = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalMagma = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalPsychic = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalStorm = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elementalWater = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + militia = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + pikeman = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + crossbow = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + eliteCrossbow = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + gryphon = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + ancientGryphon = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + swordman = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + humanCaptain = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + monk = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + priest = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + horseman = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + cavailer = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + knight = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + paladin = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + impling = { + idle = "assets/textures/characters/impling/idle", + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + imp = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + gog = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + magog = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + hellhound = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + hellbeast = { + idle = "assets/textures/characters/hellbeast/idle", + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + demon = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + archdemon = { + idle = "assets/textures/characters/archdemon/idle", + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + pitfiend = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death= nil + }, + elitePitfiend = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + efreet = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + eliteEfreet = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + devil = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + theDevil = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + skeleton = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + skeletonRisen = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + zombie = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + zombieRisen = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + spider = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + spiderMatriarch = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + spirit = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + ghost = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + vampire = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + bloodlinePatriarch = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + necromancer = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + lich = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + bloodknight = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + deathknight = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + dwarf1 = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + dwarf2 = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + pixie = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + fairie = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + satyrArcher = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + satyrWarrior = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elvenHunter = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + elvenCaptain = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + deerWhite = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + deerBrown = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + spellweaver = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + druid = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + treant = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + }, + ent = { + idle = nil, + walk = nil, + attack = nil, + hit = nil, + death = nil + } +} + diff --git a/g3d/camera.lua b/g3d/camera.lua index 9aeb2b3..e70683c 100644 --- a/g3d/camera.lua +++ b/g3d/camera.lua @@ -14,7 +14,7 @@ local camera = { nearClip = 0.01, farClip = 1000, aspectRatio = love.graphics.getWidth()/love.graphics.getHeight(), - position = {0,0,0}, + position = {0,-10,0}, target = {0,0,1}, down = {0,-1,0}, @@ -115,11 +115,11 @@ end -- simple first person camera movement with WASD -- put this local function in your love.update to use, passing in dt -function camera.firstPersonMovement(dt,speed) +function camera.firstPersonMovement(dt) -- collect inputs local moveX,moveY = 0,0 local cameraMoved = false - local speed = speed + local speed = 9 if love.keyboard.isDown("w") then moveY = moveY - 1 end if love.keyboard.isDown("a") then moveX = moveX - 1 end if love.keyboard.isDown("s") then moveY = moveY + 1 end @@ -133,8 +133,8 @@ function camera.firstPersonMovement(dt,speed) if love.keyboard.isDown("lshift") then camera.position[2] = camera.position[2] + speed*dt cameraMoved = true - end--[[ -]]-- + end + -- do some trigonometry on the inputs to make movement relative to camera's direction -- also to make the player not move faster in diagonal directions if moveX ~= 0 or moveY ~= 0 then @@ -165,4 +165,57 @@ function camera.firstPersonLook(dx,dy) camera.lookInDirection(camera.position[1],camera.position[2],camera.position[3], fpsController.direction,fpsController.pitch) end + +-- CUSTOM FUNCTIONS MODIFIED FROM ORIGINAL G3D + +-- strategy game rts view + -- movement: w,a,s,d, + -- rotate: q,e + -- move by screen: 20 px: sides, forward, backwards + -- mouse scroll: zoom +function camera.strategyViewMovement(dt,speed,is_scrolling) + -- collect inputs + local moveX,moveY = 0,0 + local cameraUpdate = false + if is_scrolling then cameraUpdate = true end + local speed = speed + + -- operate inputs + if love.keyboard.isDown("w") then moveY = moveY - 1 end + if love.keyboard.isDown("a") then moveX = moveX - 1 end + if love.keyboard.isDown("s") then moveY = moveY + 1 end + if love.keyboard.isDown("d") then moveX = moveX + 1 end + + if love.keyboard.isDown("e") then + camera.pitch = camera.pitch + 1/20 + cameraUpdate = true + end + + if love.keyboard.isDown("q") then + camera.pitch = camera.pitch - 1/20 + cameraUpdate = true + end + + -- do some trigonometry on the inputs to make movement relative to camera's direction + -- also to make the player not move faster in diagonal directions + if moveX ~= 0 or moveY ~= 0 then + local angle = math.atan2(moveY,moveX) + local directionX,directionZ = math.cos(fpsController.direction + angle)*speed*dt, math.sin(fpsController.direction + angle + math.pi)*speed*dt + + camera.pivot[1] = camera.pivot[1] + directionX + camera.pivot[3] = camera.pivot[3] + directionZ + cameraUpdate = true + end + + + camera.position[1] = camera.pivot[1] + math.cos(camera.pitch)*camera.zoom + camera.position[2] = camera.pivot[2] - math.sin(-30)*camera.zoom + camera.position[3] = camera.pivot[3] + math.sin(camera.pitch)*camera.zoom + + -- update the camera's in the shader + -- only if the camera moved or rotated, for a slight performance benefit + if cameraUpdate then + camera.lookAt(camera.position[1],camera.position[2],camera.position[3],camera.pivot[1],camera.pivot[2],camera.pivot[3]) + end +end return camera diff --git a/levels.lua b/levels.lua index d89ae04..96b6b07 100644 --- a/levels.lua +++ b/levels.lua @@ -1,60 +1,50 @@ levels = {} levels.main_menu = { - obj_list = { } + entities = {} } -local obj_list = levels.main_menu.obj_list +local entities = levels.main_menu.entities -- campfire -obj_list.campfire = { +entities.campfire = { model = g3d.newModel("assets/objects/campfire.obj","assets/textures/campfire.png", {0,0,0}, {0,0,0}, {1,1,1}), is_animated = false, animated_texture = nil } -- grass ground -local radius = math.random(5,5) +local radius = math.random(50,50) for r1 = 0, radius, 1 do for r2= 0, radius, 1 do - local tex = math.random(1,10) + local tex = math.random(1,15) local ori = math.random(0,3) - if tex >= 9 then + if tex <= 1 then tex = math.random(1,7)+1 - table.insert(obj_list,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass"..tex..".png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) + table.insert(entities,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass"..tex..".png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) else - table.insert(obj_list,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass1.png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) + table.insert(entities,g3d.newModel("assets/objects/ground.obj","assets/textures/ground/grass1.png", {r1-radius/2, 0.01 , r2-radius/2 }, { 0, ori*math.rad(90), 0 }, { 2, 2, 2} ) ) end end end ---walls ---[[ -for r1 = 0, radius, 1 do for h = 0, 2, 1 do - table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {r1-radius/2, -h, 1/2+radius/2},{0,0,0},{16,16,16})) - table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {r1-radius/2, -h,-1/2-radius/2},{0,math.rad(180),0},{16,16,16})) +math.randomseed(3) +-- bunch of implings (40) +local xx, yy, zz = 3, 0, 3 +for i = 1, 8, 1 do for j = 1, 5, 1 do + local imp = Object:new2DAnimated("imp",portrait.impling,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16) + load_animation(imp,animation.impling.idle,4,8) + table.insert(entities,imp) end end -for r2 = 0, radius, 1 do for h = 0, 2, 1 do - table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {1/2+radius/2, -h, r2-radius/2},{0,math.rad(90),0},{16,16,16,0})) - table.insert(obj_list,g3d.newModel("assets/objects/vertical_plane.obj","assets/textures/wall/wooden.png", {-1/2-radius/2, -h,r2-radius/2},{0,math.rad(270),0},{16,16,16})) + +-- bunch of hellbeast pack (6) +local xx, yy, zz = -3, 0, 3 +for i = 1, 3, 1 do for j = 1, 2, 1 do + local hellbeast = Object:new2DAnimated("hellbeast",portrait.hellbeast,xx+1*(i+1),yy+0,zz+1*(j+1),16,16) + load_animation(hellbeast,animation.hellbeast.idle,4,8) + table.insert(entities,hellbeast) end end -]]-- --- handsome yale -local rx = math.random(1,2) -local rz = math.random(1,2) - ---obj_list.yale = Object:new2DAnimated("yale","assets/textures/characters/_sive/idle5.png",rx,0,rz,32,32) ---load_animation(obj_list.yale,"assets/textures/characters/_sive/idle",32,5) - - -imp = Object:new2DAnimated("imp","assets/textures/characters/imp2/idle1.png",0.5,0,0.5,16,16) -load_animation(imp,"assets/textures/characters/imp2/idle",4,8) -table.insert(obj_list,imp) -imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",0.5,0,-0.5,16,16) -load_animation(imp,"assets/textures/characters/imp1/idle",4,8) -table.insert(obj_list,imp) -imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",-0.5,0,0.5,16,16) -load_animation(imp,"assets/textures/characters/imp1/idle",4,8) -table.insert(obj_list,imp) -imp = Object:new2DAnimated("imp","assets/textures/characters/imp1/idle1.png",-0.5,0,-0.5,16,16) -load_animation(imp,"assets/textures/characters/imp1/idle",4,8) -table.insert(obj_list,imp) \ No newline at end of file +-- hero archdemon (1) +local xx, yy, zz = 0, 0, 3 +local archdemon = Object:new2DAnimated("archdemon",portrait.archdemon,xx,yy,zz,16,16) +load_animation(archdemon,animation.archdemon.idle,4,8) +table.insert(entities,archdemon) diff --git a/main.lua b/main.lua index 22078fe..b4cac1c 100644 --- a/main.lua +++ b/main.lua @@ -13,25 +13,46 @@ function love.load() "123456789.,!?-+/():;%&`'*#=[]\"") love.graphics.setFont(DefaultFont) - g3d.camera.position = { (math.random(-1.5,-0.5)-1)*2 , -1, (math.random(-1.5,-0.5)-1)*2 } + --fps_count + fps_count = 0 + fps_second = 0 + fps_draw = 0 + fps_total = 0 + + -- camera + g3d.camera.pivot = { 0, 0, 0 } + g3d.camera.position = { 0, 0, 0 } + g3d.camera.pitch = 0 + g3d.camera.zoom = 10 speed = 0 + + -- enums + require "enums" + + --objects require "objects" + + -- levels require "levels" current_level = levels.main_menu end -function love.mousemoved(x,y, dx,dy) - - if not game_pause then - g3d.camera.firstPersonLook(dx,dy) - end - -end - function love.update(dt) - -- run, walk, slow? + + -- count frames per seconds + if fps_second >= 1 then + fps_second = fps_second - 1 + fps_draw = fps_count + fps_count = 0 + fps_total = fps_total + 1 + end + fps_second = fps_second + dt + fps_dt = dt + fps_count = fps_count + 1 + + -- camera: slow, fast, medium? if love.keyboard.isDown("lshift") then speed = 2 elseif love.keyboard.isDown("lctrl") then @@ -41,9 +62,28 @@ function love.update(dt) end if not game_pause then - g3d.camera.firstPersonMovement(dt,speed) + g3d.camera.strategyViewMovement(dt,speed,is_scrolling) + -- movement: w,a,s,d, + -- rotate: q,e + -- move by screen: 20 px: sides, forward, backwards + -- mouse scroll: zoom end + -- select troops + if love.mouse.isDown(1) == true then + if selecting_troops == false then + sel_pos_x = love.mouse.getX() + sel_pos_y = love.mouse.getY() + end + selecting_troops = true + else + selecting_troops = false + end +end + +function love.wheelmoved(_, y) + g3d.camera.zoom = math.min(math.max(3,g3d.camera.zoom-y/1.5),30) + is_scrolling = true end function love.keypressed(key) @@ -51,11 +91,8 @@ function love.keypressed(key) if key == "escape" then if game_pause then game_pause = false - love.mouse.setRelativeMode(true) else game_pause = true - love.mouse.setRelativeMode(false) - love.mouse.setPosition(game_width/2,game_height/2) end end @@ -66,59 +103,65 @@ function love.draw() game_width = love.graphics.getWidth() game_height = love.graphics.getHeight() - -- draw everything - local obj_count = 0 - for _, obj in pairs(current_level.obj_list) do - obj_count = obj_count + 1 - if obj.model ~= nil then + -- draw every model + local ent_count = 0 + for _, entity in pairs(current_level.entities) do + ent_count = ent_count + 1 + if entity.model ~= nil then -- do animated models - if obj.is_animated == true and obj.anim_path ~= nil then + if entity.is_animated == true and entity.anim_path ~= nil and game_pause ~= true then -- try to animate - obj.anim_subframe = obj.anim_subframe + 1 - if obj.anim_subframe >= obj.anim_speed then - obj.anim_frame = obj.anim_frame + 1 - obj.anim_subframe = obj.anim_subframe - obj.anim_speed + entity.anim_subframe = entity.anim_subframe + 1 + if entity.anim_subframe >= entity.anim_speed then + entity.anim_frame = entity.anim_frame + 1 + entity.anim_subframe = entity.anim_subframe - entity.anim_speed end -- cycle - if obj.anim_frame >= obj.anim_frames+1 then obj.anim_frame = obj.anim_frame - obj.anim_frames end + if entity.anim_frame >= entity.anim_frames+1 then entity.anim_frame = entity.anim_frame - entity.anim_frames end -- change - obj.model.mesh:setTexture(obj.anim_imgs[obj.anim_frame]) + entity.model.mesh:setTexture(entity.anim_imgs[entity.anim_frame]) end -- do rotating models - if obj.rotate_mode ~= nil and obj.rotate_mode ~= "none" then - local rm = obj.rotate_mode + if entity.rotate_mode ~= nil and entity.rotate_mode ~= "none" and game_pause ~= true then + local rm = entity.rotate_mode if rm == "cam_xz" then - local sin = g3d.camera.position[1]-obj.model.translation[1] - local cos = g3d.camera.position[3]-obj.model.translation[3] + local sin = g3d.camera.position[1]-entity.model.translation[1] + local cos = g3d.camera.position[3]-entity.model.translation[3] local angle = math.atan2(sin,cos)-math.rad(180) - obj.model:setRotation(0,angle,0) + entity.model:setRotation(0,angle,0) end end - obj.model:draw() + entity.model:draw() else - obj:draw() + entity:draw() end end + + -- draw selection + if selecting_troops == true then + love.graphics.rectangle("line",sel_pos_x,sel_pos_y, love.mouse.getX() - sel_pos_x, love.mouse.getY() - sel_pos_y) + else + + end -- print coords - if game_pause then draw_pause_menu(30,30) else - love.graphics.print("x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y) + love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..fps_dt..", x: "..math.floor(g3d.camera.position[1])..", y: "..math.floor(g3d.camera.position[2])..", z: "..math.floor(g3d.camera.position[3]), x, y) end - for _, obj in pairs(current_level.obj_list) do - if obj.model ~= nil then - if obj.is_animated then - love.graphics.print("["..obj.name.."] frame: "..obj.anim_frame.."/"..obj.anim_frames..", rm: \""..obj.rotate_mode.."\"",20,20) - love.graphics.print("["..obj.name.."] animation: "..obj.anim_path,20,40) + for _, entity in pairs(current_level.entities) do + if entity.model ~= nil then + if entity.is_animated then + love.graphics.print("["..entity.name.."] frame: "..entity.anim_frame.."/"..entity.anim_frames..", rm: \""..entity.rotate_mode.."\"",20,20) + love.graphics.print("["..entity.name.."] animation: "..entity.anim_path,20,40) end end end